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Posts Tagged ‘run’

So, end of day 2! We have a basically working game. A few more hours tomorrow evening then fin!

Today, much faffing about, lots more drawing, developing and some tuning.

Rupert had a rather short day — Sunday is swimming day for his boys so he only had from 10am to 1pm and 9pm to midnight = 6 hours. The first 2 hours were lost to the Spriter-Unity import oddities that ended up in XML files revealing missing key-frames. (Still, at least Spriter has a user-readable file-format otherwise this might have been much harder to diagnose!)

After the thin-man draft imported OK, he managed to redraw most of the fat character for proper animation — including using Krita’s vector graphics facility for some parts! (can you tell which — when I decided to try it?) This version benefited from all of yesterday and this morning’s learning about what works best for animated characters. Whether it’s a lesson that’s stuck, we’ll only tell tomorrow when it’s brought across into Spriter!

Rupert realized he probably should have done the whole drawing in vector form. The only reason he decided not to was a desire to practise ‘real’ art (as opposed to technical drawing which vector art always feels more like). As such, most of the art was sketched with a Wacom Intuos and Krita.

Rupert also decided to be naughty and code-up a little bit of the game that he hadn’t explained well enough to Carl — the fat character should huff to a stop, animate a wind-up, flail through the air and recover on landing — a bit like a really flabby Hulk jump! Coroutines to the rescue

Meanwhile, Carl wrote more of the game, learnt about Unity Cloud Build and ported to Android! That “more of the game” summary includes doing menus including GUI, diagnosing gnarly multi-collider bugs, drawing place-holder art (which might become permanent if we run out of time tomorrow evening!) and making some parallax effects for the runner.

With our 3-ish hours tomorrow, Rupert plans to finish the fat-man, chop him up for Spriter, re-animate, import into Unity. It’s unlikely Rupert will manage to draw a final version of thin-man so that side might need cutting — a great shame given it’s cost about 6 hours already but that’s jamming, eh! If there’s spare time, Carl made Rupert promise to re-draw some of his fine place-holder art. (Whaddya think, Internet? Shall we keep his stuff? 😉 )

We decided lycanthropy and puzzle games were too obvious. We spent a *looong* time discussing a 3D metaball game which sounded awesome but worried our time availability would be a problem so, knowing that we are both all skilled up ready to do 3D games and that one of our 2 man team is probably the stronger programmer, we decided to have him do 2D art and the other do all the programming in… (working title)…

Run, Gamer, Run!A game about a gamer stereotype losing weight!?

Given our time constraints, we decided to go for a relatively simple game — fundamentally an endless runner (a la Cannabalt) featuring a fat gamer on a food-filled assault course (possibly a mall). As he(*) runs, he loses weight and gets faster; the longer he spends at a low weight, the longer he lives (so can get a higher score) but… he also needs enough food to keep going!

* We do wonder how to be gender sensitive in this (without killing Rupert with too much art!). In fact, we want ‘funny’ but don’t want to offend anyone /too/ much. Hopefully it’ll be taken in the silly way it is intended. As game developers and gamers ourselves, we know only too well the lure of biscuits, chocolate, pizza and pie!

In fact, here’s a picture of the area next to Rupert’s desk…

(in his defence, there’s an exercise bike right next to that pile!)

Progress

So, Rupert spent most of the morning watching videos about Spriter (which he’d bought before a previous LD but never really used) and Krita (because he knows Gimp too well and wants to practise a more traditional art style which Krita seems to make easier).

At 17:30 Rupert (who is also helping care for his 2 young boys) had managed to work out how to draw a simple prototype (ya! I know, right!), export it into Spriter Pro, do the dumbest animation and import it into Unity.

Meanwhile, Carl had written most of the core gameplay and offered tips on hotkeys for Krita

We have a few more hours today so hopefully rezzing-up the art and adding more level challenge before EOD (when we’ll hope to post some gameplay footage).Good luck, all!

Hey there. This is the first LDJAM for me this year…. Tooo much to dooo… till now. So I’ve used the night (since 3am saturday CET) to brainstorm (watching some quill18 on twitch…) so here is my idea for “two button controls” … The name is “Run to a Shelter” and the story is:

War… war never felt so arcade-like before… The city is under attack and you have to leave it. But you have to run through a couple of districts first… but every one of it got a big shelter…. Run Baby… RUN!

Here is a screenshot of the progress till now:

Hope you guys have a nice time at LDJAM and I’m looking forward to posting some progress later the day again!

So woke up today around 12pm. It’s now 4:30pm. I slept around 7am and lost lots of time due to just laying there in bed.

Checking in. Just looking at the list of things that need to be done to make this game… *gulp* fun… I’m not too confident about meeting the deadline 25 hours from now. I learned a lot so far though. The first is that everything you thought you prepared is broken and needs to be fixed on the fly.